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Duke3D & SW - Early/Alpha/Beta/Gold Material

#2461

View PostNNC, on 09 December 2024 - 05:49 AM, said:

The more I look at the final version of E1L2, the more I think it's one of the worst levels in the entire game.

They really should have kept the pool room and the OJ room linked together and the garage looked amazing.


I think that's a little harsh. Knowing how the enemies react when they see you, the original OJ bar scene would have been a mess. Having the solid wall there helps break up the action, especially when you get the red key and the pig cops come in from around the wall.

Entering through the garage just adds time for no reason. Better to just throw you into it when the elevator hits the ground.

The dressing room makes more sense, and they could have kept that in the final build as you work your way backstage.
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#2462

I just noticed this blank void at the end of Raw Meat (the part you can see but not reach), which made me think about the working versions of Bank Roll. There is no trace of this same space in Bank Roll, nor in any of the previous versions posted here. I wonder what it was for?

Attached File(s)



This post has been edited by vanshnookenraggen: 07 April 2025 - 08:22 PM

1

User is offline   eniojr 

#2463

Quote

Uncut version before shipping looks so much cooler in retrospect than what we got although I do get why they simplified so much. But makes me get why Hotel Hell was supposed to be the final level. It's a lot move open than most in this form so would have been a navigation challenge.


This is one of the reasons I say that the final game was 50% of what was developed before shipping. Much content was cut from the start.

Duke Nukem 3D IS a good game, but it was oversimplified for my taste. Technically, 50% of the game content was cut since the first betas like Lameduke.

That futuristic cyberpunk plot of Lameduke could have been combined with the alien invasion theme, that would be badass.

Not only that, but some aspects of the game should have been explored more, and that count for an even 25% less content.

So to me, Duke Nukem 3D as we know it is only 25% done of what should have been done!

But I don't know if the computers in the 90's would handle what should have been done...
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#2464

View Postvanshnookenraggen, on 07 April 2025 - 08:21 PM, said:

I just noticed this blank void at the end of Raw Meat (the part you can see but not reach), which made me think about the working versions of Bank Roll. There is no trace of this same space in Bank Roll, nor in any of the previous versions posted here. I wonder what it was for?


This was a secret that contained an Atomic Health. It's described in the official strategy guide.

This post has been edited by Doom64hunter: 04 May 2025 - 12:44 PM

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#2465

A pre-release Duke 3D video dated December 13th, 1995 has been found on a CD called "OK PC 43" by Akage Megane.



The original AVI can be found at https://discmaster.t...deos/duke3d.avi. Click on the icon with the red arrow to get the AVI.

This video has a lot of interesting things, the cut gray shotgun in action, old E1L1, E1L2 and E1L6, the "city with red sky" sky, episode titles not seen before, the double-barrel gun Pigcop, and other fun stuff.

Old episode names are as follows:

E1 is "Crater Maker"
E2 is "Death Above"
E3 is "Hurt Me"

This post has been edited by MYHOUSE.MAP: 11 September 2025 - 01:13 PM

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#2466



Found more footage to share, looks to take place during ECTS 1995.

This post has been edited by Akage Megane: 12 September 2025 - 02:08 PM

4

User is offline   Hendricks266 

  • Weaponized Autism

  #2467

On 19 March 2026, prototype versions of Blood were published with PC versions of Blood: Refreshed Supply.

As a community member, I provided the majority of the Blood prototype builds and materials in the Vault, and offered feedback on the packaging of the contents.

  • I organized the raw materials, made sure everything playable was functioning, and submitted it to Nightdive for inclusion in the Vault.
  • I was originally entrusted with most of this data in 2014 and it took until now for the right opportunity and a cooperative rightsholder to release it.
  • I also provided the verified perfect and error-free disc images made from my personal copies that are now part of the included DOS version.
  • I reviewed the assembly of the museum contents and offered feedback to uphold the high standards of my own methodology, the majority of which was implemented.
  • Finally, I surgically redacted copyrighted placeholder assets in the prototype builds to ensure they could be published unencumbered.

I would like to offer the following acknowledgements.

  • Thanks to 3D Realms Entertainment, ApS for preserving and providing me with the 1994-11-03, 1995-01-16, 1995-12-08, and 1996-04-06 builds.
  • Thanks to BUILD Engine author Ken Silverman for the data from 1994-08-07 and 1996-10-06.
  • Thanks to Sunstorm Interactive level designer Shawn Swift for the 1997-06-11 version of his Cryptic Passage map Gothic Library, and MetHy for communicating with him.
  • Thanks to nukeykt and sirlemonhead for help defeating the copy protection on the 1995-12-08 and 1996-04-06 betas respectively.
  • Thanks to Lee Killough for writing and open-sourcing the original version of the FAKEDATE TSR.

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